Hi Thorsten,
really great news. I already thought that something like this would be
very cool :)
Everything works great here. Save own flights, playback own and your
flights (Nice approach btw. ;) ). Only with jsbsim the my controls
button is missing, but that wasn't working before neither...
Am 11.11.2012 05:32, schrieb Jon S. Berndt:
I have a new problem, now, though. I do see the scenery (when I get under
about 6000 feet - until then I see only white fog) since I gave the path to
the directory outside $FG_ROOT where I placed the terrain, but now I no
longer get proper HUD
multiple separate directories, you can separate the paths with :
(works also on Windows).
fgfs --fg-root=FGDATA_PATH --fg-scenery=CUSTOM_PATH1:CUSTOM_PATH2:...
On windows, the path separator if ;
-Fred
--
Everyone
I think that's just a side-effect of having so many pixels covered by
(multiple) quads with alpha. I'm not sure there's much we can do
about that, unless we somehow start dropping sprites. I'll have a
think - 3D cloud perf has always been a big challenge.
Based on my own experiments, I
Am 11.11.2012 13:14, schrieb Frederic Bouvier:
multiple separate directories, you can separate the paths with :
(works also on Windows).
fgfs --fg-root=FGDATA_PATH --fg-scenery=CUSTOM_PATH1:CUSTOM_PATH2:...
On windows, the path separator if ;
You are right, for scenery it indeed is. But I'm
I suspect the difference in light intensity
(dynamic range) doesn't fit in an 8-bit 3-component color.
It sure doesn't, but I think you're thinking way too complex. We don't want to
render physical light intensity, we want to render perceived light intensity,
and there the Weber Fechner law
Am 11.11.2012 10:52, schrieb Thomas Geymayer:
Everything works great here. Save own flights, playback own and your
flights (Nice approach btw.;) ). Only with jsbsim the my controls
button is missing, but that wasn't working before neither...
Good. ;-)
Right, the my controls button is
On Sun, Nov 11, 2012 at 1:41 PM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:
I suspect the difference in light intensity
(dynamic range) doesn't fit in an 8-bit 3-component color.
It sure doesn't, but I think you're thinking way too complex. We don't
want to render physical light
You need to do High Dynamic Range rendering to accurately capture these
differences and the eye's ability to adapt to them. Basically, you do all
the rendering in floating point and at the end convert the values to RGB
colors with a mapping operator. We don't do that yet.
I'm currently
When the HUD no longer works, make sure you haven't deleted anything in
FGDATA - like the fonts. You don't need to define the path to the base
scenery (within fgdata). If you downloaded additional scenery, in one
or multiple separate directories, you can separate the paths with :
(works also
Also, if I specify only the custom scenery path - as in the command line
below - I get the errors that follow. Don't know if those are revealing or
unexpected ...
bin/Win64/fgfs.exe --fg-root=./data --fg-scenery=./scenery
--aircraft=CitationX --native-fdm=socket,in,30,,5550,udp --fdm=external
Am 11.11.2012 17:39, schrieb Jon S. Berndt:
Also, if I specify only the custom scenery path - as in the command line
below - I get the errors that follow. Don't know if those are revealing or
unexpected ...
bin/Win64/fgfs.exe --fg-root=./data --fg-scenery=./scenery
--aircraft=CitationX
Am 11.11.2012 17:39, schrieb Jon S. Berndt:
Also, if I specify only the custom scenery path - as in the command
line below - I get the errors that follow. Don't know if those are
revealing or unexpected ...
bin/Win64/fgfs.exe --fg-root=./data --fg-scenery=./scenery
Am 11.11.2012 18:23, schrieb Jon S. Berndt:
Thanks for the reply. The path handling in FlightGear seems a bit delicate.
Not sure if in Cygwin under Windows I need to be more unix-like, or more
windows-like in specifying paths. I'll play with that some, but relative
paths do work - at least
Well, I've tried all sorts of combinations of pathnames, using different
path name specification forms (windows, linux, etc.) and I can get
FlightGear to run using several of the forms - and to load the scenery I
desire, as well - I cannot get both the custom scenery and the HUD symbology
to work
Well, I've tried all sorts of combinations of pathnames, using
different path name specification forms (windows, linux, etc.) and I
can get FlightGear to run using several of the forms - and to load the
scenery I desire, as well - I cannot get both the custom scenery and
the HUD symbology to
On Sun, 2012-11-11 at 18:04 +0100, ThorstenB wrote:
If anyone was interested/able to fix the support for relative paths on
Windows, please implement SGPath::realpath in simgear/misc/sg_path.cxx:
Hi Thorsten,
re: std::string SGPAth::realpath() const
That's strange no one has done this for
Am 11.11.2012 19:05, schrieb Geoff McLane:
That's strange no one has done this for WIN32 ;=()
I guess most Windows people are using launchers. It's mainly Linux
people who love command-lines ;-).
#if defined(_WIN32)
// with absPath NULL, will allocate, and ignore length
char *buf =
Hi all
Flightgear has a nice (local and global) weather implementation AFAIK.
Are there some ideas (or solutions) how to map custom or shared weather
values in a (internal or external) weather radar ?
-Yves
--
Flightgear has a nice (local and global) weather implementation AFAIK.
Are there some ideas (or solutions) how to map custom or shared weather
values in a (internal or external) weather radar ?
Someone was working on that, and we got to the point that Advanced Weather
writes thunderstorm info
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